Market Forecast By Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements, Publisher Fees) And Competitive Landscape
| Product Code: ETC4462882 | Publication Date: Jul 2023 | Updated Date: Nov 2025 | Product Type: Report | |
| Publisher: 6Wresearch | Author: Bhawna Singh | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 |
According to 6Wresearch internal database and industry insights, the China Esports Market is projected to grow at a compound annual growth rate (CAGR) of 12.78% during the forecast period 2025-2031.
Below mentioned are the evaluation of year-wise growth rate along with key drivers:
| Year | Est. Annual Growth (%) | Growth Drivers |
| 2020 | 9.7 | Rapid rise in online gaming and early monetisation through live streaming platforms and sponsorships. |
| 2021 | 8 | Growth of mobile esports titles attracting mass audiences in lower-tier cities. |
| 2022 | 9.8 | Constant development in professional leagues and tournaments supported by major publishers and media platforms. |
| 2023 | 10.3 | Increasing brand engagement in esports campaigns and in-game advertising. |
| 2024 | 11.7 | High popularity of digital payments, virtual goods, and integrated esports ecosystems. |
The China Esports Market report thoroughly covers the market by revenue streams. It provides an unbiased and detailed analysis of ongoing market trends, opportunities, challenges, and market drivers, helping stakeholders align their strategies with current and future market dynamics.
| Report Name | China Esports Market |
| Forecast period | 2025-2031 |
| CAGR | 12.78% |
| Growing Sector | Mobile Esports and Sponsorship-Driven Revenues |
China Esports Market is expected to witness robust growth due to rising penetration of online gaming, strong mobile-first user base, and rapid professionalisation of esports leagues. In addition to this, strong support from game publishers, streaming platforms, and advertisers is building a complete ecosystem that includes tournaments, influencer content, merchandising, and offline events. With a large digitally native population and mature digital payment infrastructure, China is positioned as one of the leading hubs for esports in terms of audience, viewership, and revenue generation, driving China Esports Market Growth.
Below mentioned are some key drivers and their impact on the China Esports Industry dynamics:
| Drivers | Primary Segment Affected | Why It Matters (Evidence) |
| Immense Online Gaming Population | Media Rights, Sponsorships | Huge active gamer base and high streaming viewership upsurges demand for professional tournaments. |
| Thriving Mobile Esports | Tickets and Merchandise, Publisher Fees | Supremacy of mobile titles allows wider participation and stronger monetisation through in-game purchases and licensing. |
| Evolution of Live Streaming Platforms | Sponsorships and Direct Advertisements | Streaming services create high-engagement channels for brands, increasing advertising and sponsorship revenue. |
| Professionalisation of Esports Leagues | Media Rights, Publisher Fees | Organized leagues and franchised teams create stable formats that attract long-term media deals and publisher-backed investments. |
| Robust Digital Payment Ecosystem | Tickets and Merchandise | Easy micro-transactions and digital wallets support sales of virtual items, event tickets, and branded merchandise. |
China Esports Market is anticipated to gain traction, exhibiting a compound annual growth rate (CAGR) of 12.78% from 2025 to 2031. Owing to large, engaged gamer population and increasing mainstream recognition of esports as a professional entertainment category, the growth of this industry is expected to record substantial growth. In addition, expansion of mobile esports, high-quality production of tournaments, and strong engagement on streaming platforms are driving higher viewership and advertising value. Apart from this, growing popularity of city-based leagues, campus tournaments, and influencer-driven events is expected to further expand revenue opportunities across different segments of the China Esports Market.
Below mentioned are some major restraints and their influence on the China Esports Market dynamics:
| Restraints | Primary Segment Affected | What This Means (Evidence) |
| Regulatory Controls on Gaming Time | Publisher Fees, Media Rights | Restrictions on youth gaming hours can impact active player base and engagement metrics used for monetisation. |
| Content and Licensing Regulations | Sponsorships and Direct Advertisements | Stringent oversight on game content and licensing frameworks can limit tournament formats. |
| Market Concentration Among Few Publishers | Publisher Fees | High reliance on a few leading publishers can create negotiations imbalance and limit revenue diversification for teams and organisers. |
| Monetisation Pressure on Viewers | Tickets and Merchandise | High dependence on in-game spending and virtual goods may face saturation risk among price-sensitive segments. |
| High Competition Among Teams and Platforms | Media Rights, Sponsorships | Fragmented team landscape and multiple platforms can dilute brand visibility and strengthen competition for sponsorships. |
Despite of growth, the China Esports Market faces major hinderances such as strict regulatory measures around game approvals, youth protection, and content standards, which can affect tournament calendars and game line-ups. Apart from this, teams and organisers also face challenges in building stable profitability models, managing player contracts, and ensuring professional training environments. At the same time, ensuring healthy player lifestyles and addressing concerns around gaming addiction are increasingly important for long-term industry sustainability.
Several notable trends are shaping the China Esports Market dynamics:
Some notable investment opportunities in the China Esports Industry are:
Below is the list of prominent companies leading in the China Esports Market:
| Company Name | Tencent Esports |
| Established Year | 2003 |
| Headquarters | Shenzhen, China |
| Official Website | Click Here |
Tencent Esports is a leading force in the China Esports Market, managing major titles, leagues, and event ecosystems while integrating publishing, live streaming, and social platforms to drive large-scale viewership and monetisation.
| Company Name | NetEase Games Esports |
| Established Year | 2001 |
| Headquarters | Hangzhou, China |
| Official Website | Click Here |
NetEase Games Esports operates a strong portfolio of competitive titles and tournaments, focusing on mobile and PC-based esports ecosystems and building long-term league structures with strong community engagement.
| Company Name | TJ Sports (Tencent & Riot Games Joint Venture) |
| Established Year | 2019 |
| Headquarters | Shanghai, China |
| Official Website | Click Here |
TJ Sports runs key professional leagues, including major MOBA tournaments, and is known for its advanced event production, franchised team systems, and strong commercial partnerships around esports broadcasts.
| Company Name | Huya Inc. |
| Established Year | 2016 |
| Headquarters | Guangzhou, China |
| Official Website | Click Here |
Huya is a leading game live streaming platform that hosts esports content, tournaments, and influencer channels, playing a major role in distributing esports broadcasts and connecting brands with large audiences.
| Company Name | Bilibili Esports |
| Established Year | 2018 |
| Headquarters | Shanghai, China |
| Official Website | Click Here |
Bilibili Esports combines streaming, content creation, and team ownership, leveraging its youth-oriented video community to grow esports viewership, fan culture, and branded entertainment projects.
According to Chinese Government Data, they have introduced policies governing game approvals, content standards, youth protection, and online behaviour. For example, licensing rules define the types of games that can be officially operated and monetised, shaping the pool of esports titles. Authorities are also encouraging development of high-quality cultural content and professional events that promote positive values. At the same time, local governments in major cities support esports by recognising it as a cultural and sports industry, offering incentives for arena construction, event hosting, and talent development.
Over the forecast years, the China Esports Industry is anticipated to continue its strong growth owing to deeper integration of esports into mainstream entertainment, growing sponsorship interest from non-endemic brands, and expansion of mobile esports across the country. Development of metaverse-style virtual events, interactive viewing features, and cross-platform tournaments is expected to enhance user engagement in the China Esports Industry.
The report offers a comprehensive study of the following market segments and their leading categories:
According to Sachin, Senior Research Analyst, 6Wresearch, Sponsorships and Direct Advertisements are expected to dominate the China Esports Market revenue as brands increasingly allocate budgets to esports for reaching young, digitally engaged audiences. High viewership on streaming platforms and social media, combined with strong fan loyalty towards teams and influencers, makes esports an attractive channel for integrated campaigns, in-stream ads, branded content, and in-game placements.
The report offers a comprehensive study of the following China Esports Market segments:
| 1 Executive Summary |
| 2 Introduction |
| 2.1 Key Highlights of the Report |
| 2.2 Report Description |
| 2.3 Market Scope & Segmentation |
| 2.4 Research Methodology |
| 2.5 Assumptions |
| 3 China Esports Market Overview |
| 3.1 China Country Macro Economic Indicators |
| 3.2 China Esports Market Revenues & Volume, 2021 & 2031F |
| 3.3 China Esports Market - Industry Life Cycle |
| 3.4 China Esports Market - Porter's Five Forces |
| 3.5 China Esports Market Revenues & Volume Share, By Revenue Streams, 2021 & 2031F |
| 4 China Esports Market Dynamics |
| 4.1 Impact Analysis |
| 4.2 Market Drivers |
| 4.2.1 Increasing popularity of esports among Chinese youth |
| 4.2.2 Growing internet and smartphone penetration in China |
| 4.2.3 Rise in investments from both domestic and international companies in the esports industry |
| 4.3 Market Restraints |
| 4.3.1 Regulatory challenges and restrictions on gaming and esports in China |
| 4.3.2 Lack of standardized regulations and governance in the esports industry |
| 4.3.3 Intense competition among esports organizations and teams leading to oversaturation in the market |
| 5 China Esports Market Trends |
| 6 China Esports Market, By Types |
| 6.1 China Esports Market, By Revenue Streams |
| 6.1.1 Overview and Analysis |
| 6.1.2 China Esports Market Revenues & Volume, By Revenue Streams, 2021 - 2031F |
| 6.1.3 China Esports Market Revenues & Volume, By Media Rights, 2021 - 2031F |
| 6.1.4 China Esports Market Revenues & Volume, By Tickets and Merchandise, 2021 - 2031F |
| 6.1.5 China Esports Market Revenues & Volume, By Sponsorships and Direct Advertisements, 2021 - 2031F |
| 6.1.6 China Esports Market Revenues & Volume, By Publisher Fees, 2021 - 2031F |
| 7 China Esports Market Import-Export Trade Statistics |
| 7.1 China Esports Market Export to Major Countries |
| 7.2 China Esports Market Imports from Major Countries |
| 8 China Esports Market Key Performance Indicators |
| 8.1 Average daily active users (DAUs) on esports platforms in China |
| 8.2 Number of esports events hosted in China annually |
| 8.3 Sponsorship and advertising revenue growth in the Chinese esports market |
| 9 China Esports Market - Opportunity Assessment |
| 9.1 China Esports Market Opportunity Assessment, By Revenue Streams, 2021 & 2031F |
| 10 China Esports Market - Competitive Landscape |
| 10.1 China Esports Market Revenue Share, By Companies, 2024 |
| 10.2 China Esports Market Competitive Benchmarking, By Operating and Technical Parameters |
| 11 Company Profiles |
| 12 Recommendations |
| 13 Disclaimer |